Hi guys, attached is an illustrator artwork, derived from a character design. I only make front T pose as first start, and I will draw side pose later on. This model will be used for unity (game).
I'm quite acquainted to Maya but I took minor training for modelling (but major in animation), however I still want to practice the whole process.
Anyway, for this sketch, I'm trying to know is ;
1) Practising the modeling using tutorial from real body implementable?
2) The blue on the top of his body is actually his scarf, do you think it should be modelled together in the first phase or add it later by 3rd party software like Marvelous Designer?
3) How do you suggest to put the eyes? By texture or eyeball?
Thank you so much for your response and help!
Replies
2) Model the scarf in Maya, I'd wait until I have the body mostly finished. I think using cloth simulation for a stylized character would be too much trouble.
3) This is a design decision you should make, it has a large impact on the look and feel of your character; something you should have a good feel for before starting 3d. (that said, I think texture would be best)
As you can see down there theres a lot of sliced tris, why they are doing like that? why not the whole head?
Also, I tried to learn and re-UV mapping the fbx model. When I selected the face, it replaces the eye and even eyelashes of the model to face model (doesn't work properly).
Help! I am referring this to my current project
http://www.youtube.com/watch?v=A0IxYr0ohxk#t=62
I'm not sure I understand the problem you're having re-UVing the model.